Boros Garrison Discussion

4 days ago

Oooh, good choice! I have some ideas of what you could do for her, however, I'll start off with the lands and mana base. Some of the suggestions are expensive, so if they are not within your budget I would consider using something else in the meantime, and then getting them later when you can.

Those lands I would definitely consider, though if you need some budget options I would use Boros Garrison, Stone Quarry, Wind-Scarred Crag, Boros Guildgate. Of course you can also use a lot of basics at the start, and slowly fill them in with the more expensive ones. Those are what I can think of off the top of my head, though if I think of more I will add them!

Before I start on the ramp section, I was wondering if you wanted to focus on auras or equipment. If you pick one and make the deck completely around it, usually it ends up better and gives you more card options. However, using both could be an asset too! So let me know what you pick so I know how I can continue with suggestions if you still want help of course!

1 week ago

Hey, nice start for a budget version.

Consider more one to four drop creatures who can be cast before Jor and who can create an artifact when they ETB? You want creatures on the battlefield before you play Jor to take advantage of attacking with the pump, but you also need three artifacts to get that pump. Creatures with double strike are good if metalcraft is active, but without it they're lackluster. Boros Keyrune is the right idea since it's an artifact first and then it can turn into a creature with double strike.

Pia/Kiran is very good budget creature to curve into Jor since it puts three creatures on the battlefield including two artifacts meaning you only need one other artifact to activate metalcraft. The other two artifact lands: Ancient Den and Great Furnace help a lot when trying to activate metalcraft. Mishra's Factory can turn into an artifact creature for one mana.

Smuggler's Copter is a powerful two drop flying Vehicle. It can be a repeatable source of draw and it's an artifact that turns into a artifact creature by crew 1 (tapping any other creature you control). Hammer of Purphoros gives Jor as well as all your other creatures haste and it can be a repeatable source of an artifact and a creature.

Goblin Welder is great with artifacts as repeatable reanimation since you can sac an artifact you control to reanimate any artifact in your graveyard. It's good with Myr Battlesphere as a way to reanimate it, sac it, have artifact fodder to keep reanimating it.

Faeburrow Elder is a very good mana dork for five colors and is also a creature you want to untap. With Cromat in your control Elder is another Jegantha. Jodah, Archmage Eternal in combination with Jegantha makes it easier to cast spells because then generic mana costs don't matter and the mana made by Jegantha lets you cast any spell. Conflux is busted with the ramp from Jegantha tutoring for five creatures with mutate.

$40 total price is below precon total prices and the manabase here is worse then a lot of precons. With 20 Forest in the manabase you're counting on Jegantha to cast spells. I know this is low budget, but you want to at least make the manabase playable without Jegantha. For low cost the Guild Bounce lands can help the manabase and have fine interaction with lots of basic lands.

3 months ago

Hey, your Commanders care about two types of creatures, Dragons and Knights. This is the simplest approach to consider is add more Dragons and some Knights? A higher amount of Dragons than Knights seems better with your two Commanders because double strike with Dragons who already fly is more powerful then Knights with flying.

Dragons are high mana cost creatures therefore consider more ramp? More ramp so you can cast Dragons especially Khorvath faster. Sylvia doesn't do much until you have a Dragon on the battlefield which ramp can help with.

You can't play Gruul Locket and Orzhov Locket in a Boros Commander deck. Can only play cards that are red, white or red/white because these are the color identities of your Commanders. Cards with black and green even though they also have red or white aren't legal with Boros.

What's the budget for your deck? Cards $1 or less each to consider adding:

The nice thing about these equipment is the interaction with double strike. These equipment can also be repeatable draw and if the equipped creature dies, the equipment isn't destroyed, can equip another creature.

3 months ago

I have a Grixis version of this deck that I've had lots of success with online a while back. Our decks are very similar. Check mine out here: Matron Control

A creature I think you should absolutely be running is Sparksmith. This card is so powerful; if the opponent can't answer it, it will destroy many popular archetypes like Delver and Elves. I would play it over Heelcutter as a tutor target.

I ran the Frogtosser Bannerets in the beginning, but quickly cut them because they felt so bad. The discount was not nearly as relevant as I would have hoped and stopped mattering in the late game. The 1/1 haste body also wasn't impressive.

I am perfectly happy with 1 copy of Tarfire as a tutor target and would play better removal instead. I completely cut Nameless Inversion because there just weren't enough X/3s in the format to justify paying 2 mana for an otherwise mediocre removal spell. This is also why I'm playing Flame Slash over Lightning Bolt.

I feel like 21 lands wouldn't be quite enough for you deck. Hitting land drops is so important to be able to play matron and whatever you tutor on the same turn, not to mention you're playing 5-drops. I am playing 23 and also running karoo lands, which helps a lot with consistency. You should definitely think about running some mix of Boros Garrison, Orzhov Basilica and/or Rakdos Carnarium.

4 months ago

jamesmac42 something like running Darksteel because your playgroup has a lot of mana rock hate is exactly the kind of thing i'm looking to add to the primer as meta dependent considerations. I have run top before, and it really is amazing for controlling your card draw, and i find it pairs REALLY well with Experimental Frenzy. I may look to re-add it to the list at some point, but the problem i'm having right now is, everything that goes in requires something coming out lol. As for your question on basics, my mana base actually started performing better when i cut out all the slow lands. While basics wont give you both your colors, in practice ive found that land drops 2-4 are incredibly important and the amount of speed and tempo lost by having a land enter tapped here can really be detrimental to presenting an aggressive board state early on. Ive kept Temple of Triumph because it scries, but could EASILY remove it if adding top back in. Boros Garrison (and lands like it) is commonly held as a staple in multicolord decks, due to it allowing you to effectively extend your playable land drops by a turn. The issue with it is, you CAN'T play it on turn 1, and if its in your opening hand, your likely playing it between drops 2-4 when you REALLY need your lands untapped. I used to run the Zendikar full art lands (their so pretty), the snow lands are gonna let me run Rimescale Dragon when i get a copy of it.

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